|Merchants at the far end, pirates to the sides, safe harbour|
on nearest edge.
The idea was that a diverse group of merchant ships should have to make for a fortified harbour at the other end of the table. If multiple players had been available they would have competed to get their ship home or make captures, and turns would have been regulated by drawing cards . As it happened the game was played by only two people. The objectives still stood. The merchantmen needed to make the harbour entrance and the pirates needed to capture, not destroy, the merchant prizes.
The merchants comprised diverse ships namely an Indiaman, Merchantman, Fluyt and Dhow. The pirates had four junks, all defined as per the lists in the rules. The junks needed to intercept, grapple and board the merchantmen. The merchants needed to expedite their escape. Nobody had much interest in shooting, though the pirates did have some success with firing chainshot when not in a position to do anything else.
Wind was, as ever, decisive. The merchants as defenders set the wind on their beam not appreciating that the pirates as attackers could move it two clicks (because I'd failed to point this out). This severely hampered the merchants.
|The four merchant ships (upper left) have difficulty making headway,|
while the pirates close in from both sides.
|The pirates take on the strongest merchant ship, the Indiaman.|
|The Fluyt (second ship from the top with the red dice) is |
crippled. The Indiaman is grappled by one junk and about to be
grappled by another.
All in all it was a bad day for legitimate commerce.